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Bat4Max 2K edition V 4.5

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618a449704dc.jpg

What's New in version 4.5

  • Entirely new FSH processing engine – courtesy of Null45. Thanx to it compressed FSHs look virtually indistinguishable from the original images rendered by 3DS Max. The difference is particularly striking for the very dark colors. This occurs irrespective of day or night views, simply it is more noticeable at Night (particularly Dark TruNite views). This new engine is integrated into Bat4Max workflow in a way (to the user) entirely same as previous one and doesn’t call for any changes in the established routines. However, this far superior quality takes great deal more time to calculate, so be prepared for FSH conversion times going up to 5-10 times. Still, given that initial time we are talking is just few seconds at most this isn’t really a drag, now is it? To take full advantage of superior looking models produced by this version it is recommended to run game in Hardware Windowed mode. More on this later in this document.
  • New MentalRay framing error fix. Based on previous solution suggested by AutoVino, new version deals away with its shortcomings which, at least theoretically may have resulted in some graphical glitches. New procedure is producing resulting BMPs which are 100% like those produced by Bat4Max normally (in pre MentalRay3.6 versions). This removes any risk (however remote in the first place) of it affecting resulting FSHs.
  • New improved Gamma correction for the rendered images. In this version images itself and its Alpha had been separated and only image is gamma corrected. Alpha has been taken straight from the render and used as is. This results in better quality Alpha, as applying Gamma correction to image before splitting its Alpha resulted in some artifacts introduced into Alpha. Those artifacts would not, for most cases, affect fully opaque models, but may be a problem for a semi-transparent ones. So this problem has been dealt away with!
  • Additional deterioration to the Alpha has been caused by the use of the ages old technique, actually a Hack to work around some limitation in Max 4.2 (!) Well, I don’t believe there is a single copy of the antique is in use anymore, so I’ve replaced it with modern method which is faster, and perfect in terms of quality of output
  • In addition to the “facelift” mentioned above few hundred lines of code had been removed or brought up-to date. Still this is a work in progress. Bat4Max as we have it today is a bizarre product of reverse engineering already reverse engineered script. Script was originally developed by Maxis as an in-house automation tool for the 3dsMax , back in the days of Max3-4 and later adopted to run with GMAX when BAT was released. As a result it full of non functioning vestiges of GMAX and old workarounds of adolescent days of MAX. Unfortunately one can’t just come and yank all those out, since although non-functional they are still integrated across numerous scripts and thousands of lines of script. But I have started the process. It appear that first clean-up didn’t harm any functionality. But I can be certain only about truNite/LetThereBeLight workflow. Future development would need, in order to be manageable; to deal away with the maze of old script. As such it will be mostly (or even exclusively) concentrated on such a workflow.

    As a part of the above described process there are some changes in the interface. non-functional selection of the output type (building vs. Foundation) that still was sitting there in Parameters roll-out occupying valuable screen estate had been removed (along with quite a few functions serving this dead weight)

  • Slight adjustment to the Lighting Rigs for the DarkNite truNite. Change is small, but given that this new version offers superior dark FSH output re-export of such models is advisable.
  • Anti-aliasing setting had also been strengthen somewhat. The reason for this is that people looking for better quality output are typically trying to change wrong setting to achieve it. This new version will offer better Spatial Contrast detection for 3sd Max v 9 and newer. I can’t offer same improvement for the older version as I have no way of testing it or even be sure about availability/exposure to MaxScript of those controls in them.
  • This version is also offering potential independence form the 3ds Max installation folder. Meaning that now Max could be installed in any location, including one which path has empty spaces. However this may have some limitation dependent on the OS you're running. Read more about it, and how to avoid it, in Installation section.
  • Miraculously all those updates resulted in smaller size for SC4Model files. Reduction isn’t big – about 10%, still a welcome change, wouldn’t you say so?

What's New in version 4 (for historical purposes)

  • this version brings to the table long overdue compatibility with Mental Ray 3.6 and above (included in the 3ds Max versions 2009 and newer).
  • LetThereBeLight is now a part of Bat4max. As a result all the rigs had been replaced with NoLights one.
  • New color correction further improves on fidelity of the colors as well as compatibility to the game lighting. Although this will apply only to the 3ds Max 2k series.
  • New way of gamma correction application to the rendered images. It is applied to the original HDR render output as opposite to the already saved 24bit images as before. This will markedly improve appearance of the darkest areas. In practical terms this will more likely apply to the Darker Night output, but will improve on overall quality of any render as well.
  • Annoying 256x256 perspective render that has been bugging me and many others for quite some time has also been dealt away, finally…

Features

Automatic setup and configuration (fully automatic for Max 2010)

This version of Bat4Max does away with the tedium and possible mistakes of manually hunting down and editing INI files,  it will configure itself for the most part automatically, or will ask you to perform a simple task through windows standard graphic UI, that everyone, I’m sure is fully familiar with.

Let There Be Light

New way to work in bat4max, that takes away guessing and need for deep, involved knowledge of the modern renderers, while ensuring high level of both quality of the output as well as it’s compatibility to the game. And all that at, literally, one click of a mouse!

HD export

Bat4Max v4 2K edition provides option for HD export.

Models exported in HD have true,  1-to-2 Zoom6 views, dealing away with pixalization and terrible loss of resolution associated with this, games highest, zoom.  However this comes at the expense of the Zoom5 which is now 2x shrunk Zoom6 view. As a result some loss of detail (particularly very fine once is possible. And the file size may balloon dramatically (upto  4 times).

All this means that this option is worthwhile for something small, like road/street side props, things that are just too small for Zoom5, rather than actual buildings.

TruNite export with both Maxis and darker Night settings

truNite export combines ease of use – true WYSIWYG workflow, with great improvement of both quality and realism of the night views generated. And at up to 30% reduced overall export times!

Compatibility

This release is compatible with every 3ds Max from 7 to 2010 (both Scanline and Mental Ray. Compatibility with other rendering engines must be tested and is not guaranteed

 

Installation

Unzip downloaded archive to some place in your computer you’ll be aware of and open resulting folder. You’ll need to copy /move some of its content to various locations as explained below.

In order to ensure full and reliable functioning of this release of Bat4Max you will need to update your installation of GMAX BAT in addition to the installation of the Bat4Max itself. Archive includes two folders named GMAX and 3dsMax containing files relevant to the respective packages.

GMAX

Full feature operability, primarily HD export capability requires updating your GMAX BAT as well, however, even if you have no need for HD it is strongly recommended. Doing so may prevent some of the errors that have been popping now and then during Bat4Max exports.
  1. Backup you entire GMAX BAT installation.
  2. Copy content from the scenes and scripts subfolders in GMAX folder into respective subfolders in your GMAX BAT installation overwriting existing files and folders. e.g. files from Scripts should go into:
    C:\gmax\gamepacks\BAT\scripts
    and files and folders from scenes into:
    C:\gmax\gamepacks\BAT\scenes

    note: this assumes that you have installed GMAX into default folder.

3dsMax

Caution about 3ds Max installation location

As has been stated in What's New section this version of Bat4Max allows to any installation path for 3ds Max, including those with empty spaces in the path, for instance like the default path (C:\Program Files\.... However it is important to keep in mind that Windows may come to interfere with self setting functionality of Bat4Max. Namely Latest versions of this OS (those with UAC - particularly Windows7) will block write access to the files in Program Files folder making impossible autoedit of BATFORMAX.ini 

As a result it is still recommended although not any more required to install 3ds Max in a folder outside of Program Files. Doing so will not humper Max functionality in any way and provide peace of mind. If on the other hand you insist on putting in in a default location within a Program Files and after installing Bat4Max and starting 3ds Max you don't see Bat roll-outs:

  1. close 3ds Max
  2. make sure that you grant yourself write access to the BAT folder in your 3ds Max Root
  3. replace BATFORMAX.ini with a fresh copy from archive
  4. Start 3ds Max again

If you have done everything correctly - mostly this refers to granting write (or full) access to BAT folder you'll see normal queries made and after doing what they ask you'll see BAT roll-outs.

Fresh Install

  1. Move gamepacks subfolder from 3dsMax folder to your Max root installation folder. This is a place where you have your 3dsmax.exe
  2. Move content of startup subfolder from 3dsMax folder to the same named (startup) subfolder in Scripts folder found located in your 3ds Max root folder, eg if you have installed your Max into

    C:\Max

    then you should move these to

    C:\Max\Scripts\Startup\

Upgrade from Previous Version

Upgrade is NOT recommended for this version. 

If you have any previous version of Bat4Max installed on your system remove it and do the fresh install of Bat4Max as described above 

 

Setting up Bat4Max

Once Bat4Max installed start 3dsMax. You’ll see more likely than not the notice about disabling NightWindows, followed by request to point to the location of your SimCity4 plugin folder.

For 3dsMax 2010 and 2010Design users that’s all that have to be done. Rest of setup is fully automatic.
Unfortunately users of older versions of 3ds Max will have to perform few more operations manually.
Once max is fully started you would need to set program gamma settings. Click on Customize command in program menu and chose Preferences (the last option). Once there, go to the Gamma / Gamma and LUT tab make sure that you settings are as follows:

3ds Max 7

3ds Max 7 Gamma setup illustration

3ds Max 8 - 9

3ds Max 8 - 9 Gamma Correction setup illustration

 3ds Max 2008 and 2009 (2009Design)

3ds Max 2008 and 2009 (2009Design) Gamma Correction Setup illustration

Note: disregard areas covered in blue in illustration those will be set automatically

Unit setup is now handled automatically by LetTherBeLight together with the rest render settings.

Important note

in order to avoid nasty surprises it is strongly recommended to run LetThereBeLight first thing when you start new project

 

How to Use.LetThereBeLight-truNite Workflow

Exporting Day

  1. Set your scene

    easiest and quickest way to do so is by running LetTherBeLight (click on Day button). This will set units, render, anti-alias, and final gather, gamma and color correction to the values optimal for your particular version of 3dsMax needed for both export and preview

  2. Create your model.

    do NOT create any night time lights or texturing, this is gonna be you day scene. Read following section for instruction of doing truNite export.

    note that in order to use preview you would need to create LODs for you model. 

  3. Create/Edit LODS.

    You can do this by either pressing Re-fit LODs button in Parameters roll-out, or by manually creating/editing them. Later option is preferable when you model has complex, non-boxed shape. One word of caution: go lightly on LODS remember that they should be as simple and low poly as possible as to not overburden the game’s ancient 3d engine

  4. Export LODs to gmax.

    This could be accomplished by pressing Export LODs button in Parameters roll-out. Script assumes that you have installed your GMAX and GMAX BAT into default locations. In case this is for some reason doesn’t hold true you would need either to manually edit your batformax.ini file (found in your …gamepacks\BAT\ folder) or do it old fashioned manual way by selecting LODs and then choosing Export Selected from File menu.

  5. Export LODs in GMAX BAT.

    Open BAT (GMAX) and import LODs. If you have been following all instructions precisely you’ll find them (as a .3ds file) in the list that will open when you select Import command in File Menu of GMAXBat. Make sure that “convert units” option is NOT selected.

  6. SD or HD.

    Decide if this models should be exported as SD (standard definition – pixel perfect Zoom5 and 2x stretched Zoom6) or HD (pixel perfect Zoom6 and 2x reduced zoom5). Make a selection. Done that, press Export button. You’ll be asked to save the GMAX file. Do that and give it appropriate name so you could easily identify your coming SC4Model file later in 3ds Max.

    Once export is finished you can return to Max and

  7. Push DAY button in LetThereBeLight

    Just to make sure that correct settings are chosen.
  8. Input SC4 Model.

    This could be accomplished by pressing Get Model File button. It shall open the window showing you your SC4 Plugin folder. Select desired SC4Model and make sure you’ve selected same settings for SD/HD export as in GMAX BAT, when exporting the LODs. Press Render BAT.

  9. Create and Insert FSHs.

    Depending on your settings program will go through numerous render passes and when done display success report. Now press

    FSH Batch Build and then

    DAT FSH Insert.

  10. Save your scene.

Nite Export

truNite  is a special technique for generating night time views. It builds on two main principles:
  • total Mask covering entire model.

    this is done to prevent ugly blending artifacts that are bugging many traditional night views and to allow for a full range of night effects such as specific night reflections, alternative models and textures/materials etc.

  • special night general lighting.

    this could deal away with strong shadowing that is so unrealistic for night views.

 
With truNite instead of one single day/night export (providing your model has any kind of night lighting) you would do two separate exports – one for a day view and another for a night one. This solution has several significant benefits. It cuts on errors during export in a major way as vast majority of those occur during day/night switch by the export scripts. Since for the BAT export script truNite is just as another day render none of that ever takes place. Also for a larger models such separate exports may be beneficial because the wouldn’t occupy your computer for exceedingly long time at once
Another advantage is a big reduction in overall, combined export time (by as much as 30%) since truNite deals away with night mask render pass.

 

The only “drawback” of this method is that you model will “jump” from day to night view rather than go through the whole dusk routine. Another point that has to be taken into consideration is that both day and truNite models should occupy exactly same space (location) in both files and that their outline must be the same.

truNite night comes in two flavors selectable in LetTherBeLight roll-out

  • Maxis nite

    this will create night view that blends with default lighting and coloring scheme used by Maxis for SimCity4
  • Darker Nite

    this generate much darker and less blue view which is broadly compatible with existing Darker Night mods. Special truNite DarkerNight mod will be release at around Xmas day.

Nature of truNite makes these two flavor mutually exclusive. So if you want to provide community with both version you should do two night exports. If you decide to do only one I strongly suggest to chose Maxis one for it.

If you decided to go with two version BAT make a copy of your just exported day scene (prior running night export), name these accordingly, but remember that you can alter only first part of the model name and not the alpha-numerical end of it.

 

  1. Create your Night Scene

    Open your previously saved day scene and make to it any adjustments you see fit. This may be lights, special textures or even alternations to the model (as long as they fall into same outline as a day one.

    Important note!!!

    do NOT use any of the traditional naming conventions like nitelite- or night- prefixes for your geometry or lights

  2. Type of night - Maxis or Dark selection

    press one of the Nite buttons in LetThereBeLight roll-out. this will create appropriate Lighting rig and settings for gamma and color correction, etc.
  3. Select Model file for export

    click on Get Model Name button and select the same model you have previously exported as a day view. If you have two versions (Maxis and Dark ones) choose appropriate
  4. Export

    press Export button and once render is finished press

    FSH Batch Build button and then

    (1) day-2-nite

    (2) truNite FSH Insert

That’s all you model now have both day and night views!

in case you need to do another night export repeat same procedure , but choose appropriate lighting and target file.

Bat4Max v4.5 2k Edition could be downloaded HERE

with this release supersedes Bat4Mx v4 2k edition and consequently later is discontinued.

PS

Use of SimFox Day´n´Nite mode is strongly recommended with DarkNite models produced with this version of Bat4MAX as Lighting levels and hues used in truNite DarkNite export as realized in this version were calibrated to fit with this modd.

SimFox Day´n´Nite modd could be found on STEX

 

Footnote

 

some additional information on LetTherBeLight is available here LINK

Previous versions of Bat4Max support threads can be found here:

Bat4Max 2.6 HD

Bat4Max 2.5 r2

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Yeaah! Finally I can export my 2010 stuff! Thank you SimFox!

Question: will this path work?

C:/Giochi/Autodesk/3dsMax_2010/...


 

my website:

www.victorfleur.com

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What excellent timing! I just recently bought Max 2010, so now I won't have to wait to render my models. Thanks so much, SimFox!

(FYI, Tage = RippleJet. SimCity4IE probably mistook you for him somehow.)


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Wow, nice work SimFox! Can't wait to have a go. I think I'll export the new AIG (again) with this. It had just a tiny issue with darker grainy areas, but that hopefully will be corrected now.

Btw, looks like you've chucked an extra copy of the gamepacks folder into your STEX upload. Might want to get rid of that, could exploded a newbie's head or something. Also, it might pay to include the startup folder under the Gmax scripts folder. Anyways, fantastic job!

Any insight into why you chose v4. Decided to skip v3 because the guys at SC4D took it I presume? I thought you'd just go with v2.7 2K edition or something, or did you want people to realise that this is the most advanced edition available, so you had to raise the number above 3 to make that clear?


 

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Yes, you did it! 17.gifFinally my Max 2009 will burn BATs during the coming months.

A big THANK YOU VERY MUCH for your amazing work SimFox!!!

DEL!


--   -My BATs on the STEX-

 

u2kl.jpg

 

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

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I just did some maintenance on my computer, fresh reformat, fresh MAX install, and I come back to a fresh BAT4MAX? Really great work Simfox, its alays a pleasure to see new things from you, and the improvements are all welcome too!

Can't wait to try it out,

-Todd

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    well it may look silly, but I think I already have first update to the Bat4Max 2K...

    It's all due to the fact that sad quality of BMP-to-FSH conversion characteristic to FSHTool has been made more than obvious by DarkNite truNite exports. Originally I assumed (by reading what I could find on the net) that this was a unchangeable, given constant. FSH with DXT3 compression are sort of BMPs of compressed files in a sense that the size of the file is 100% dependent on the size of the bitmap in it and is 1/4 of the size of the 24k BMP file of same dimensions.

    However, apparently this is not the case!! Null45 - creator of several FSH tools and plugins (PNG-to-FSH converter, batch FSH converted, FSH icon) managed to create wonderful new little program that seem to create nearly perfect FSHs. I mean these are virtually indistinguishable from the original BMPs in quality!! Here is an illustration to prove my point:

    732330fd7274.jpg

    on the left you see the FSH created by FSHtool and on the right one created from same source BMP by FSHwrite. Below them there is original BMP. This comparison was assembled in Photoshop. Both FSHs are screen grabs from iLive Reader, while BMP is placed in Photoshop and composite saved as 24k PNG (lossless compressed format) So it is very accurate comparison.

    I've integrated FSHwrite into Bat4Max TruNite export (written special routine for it) and it seems to work fine under the hood. From normal user point of view (like UI) there are no changes what so ever. So no need to "learn new tricks". However, at the moment FSHwrtite conversion is much slower then that of FSHtool. I mean several times more slow. Yet given that the process is anyway is measured in split seconds in the end it probably doesn't matter.

    I'll contact Null45 about this speed issue to find what he thinks about it , but I believe that the new update should be available to the public in around Xmas day, together with DarkerNights mode specially tailored to DarkNite truNite export.

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    Wow - what a difference.  Great to see that a problem that we thought we were stuck with (ie.e FSHman's poor conversions) is soon going to disappear.

    2010 should see some very sharp looking models!


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    Wonderfull!!!!!! I think the poor .FSH compression has always been one of the greatest problems.

    Does null45's FSHWrite also require that the path have no spaces in it? It would be very convenient if it didn't.


    patreon.png    PATREON    •    MIPRO    •    MY BAT & TUTORIAL THREAD

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    The reason that a path with spaces would fail is that the program would think that the spaces seperated new commands.

    This can be solved by using quotes around the whole path or you can use the DOS path for example Program Files would become PROGRA~1.

    Both FSHtool and FSHwrite work  on a path with spaces provided you encase the path in quotes or use the DOS path.

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    ... and ... I don't remember the exact size of one SC4 tile in 3dsMax. I can't find the right values.

    Other question: does BAT4Max supports also other render engines (VRay for example)?


     

    my website:

    www.victorfleur.com

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    Actually the problem with spaces may be solved by only passing the path relative to the programs location.

    For example if FSHwrite is located at C:\Program Files\Autodesk\3ds Max 2009\gamepacks\BAT\fshwrite.exe it could

    get the location it is running from then it would combine that with a path like temp\render.bmp to complete the full path.

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    GlobexCo, I set up my grid like this when working on BAT's. It'll give you a clearly marked 6x6 SC4 tile area to work on, really useful for quickly determining how large something will appear in game.

    Just increase the perspective view grid extent number if you need more space.

    SCGrid.png


     

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    Null45:

    I believe I've solved the spaces problem already with quotes marks as you've suggested, but I'd need to test it though, unfortunately I'll not have time till xMas...

    But let me see if I get you right. fswrite could operate with relative, not absolute path?

    GlobexCo

    And you want to use V-Ray... why? Theoretically it should but, the problem may be one 180 degrees reversed. V-Ray may not support all the BAT4Max v4 2K edition settings and operations, as it will not work with gamma correction and all other settings of LetTherBeLight since those are specifically MentalRay ones.

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    Originally posted by: SimFox

    GlobexCo

    And you want to use V-Ray... why? Theoretically it should but, the problem may be one 180 degrees reversed. V-Ray may not support all the BAT4Max v4 2K edition settings and operations, as it will not work with gamma correction and all other settings of LetTherBeLight since those are specifically MentalRay ones.quote>

    I love Mental Ray, its Proxies, its BSP2 settings and its buckets. But sometimes Vray can be useful for scenes with lots of polys. The only way to render a scene with 3 million polys using Mr is to use BSP (50/10) and after 2 hours it finished 5% of Final Gather; while with Vray you can render scenes with more than 5 million poly wihout errors (it's not faster than mr...).

    Anyway, I don't want to use Vray...

    __

    Thank you Cockatoo!


     

    my website:

    www.victorfleur.com

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    Originally posted by: GlobexCo

    I love Mental Ray, its Proxies, its BSP2 settings and its buckets. But sometimes Vray can be useful for scenes with lots of polys. The only way to render a scene with 3 million polys using Mr is to use BSP (50/10) and after 2 hours it finished 5% of Final Gather; while with Vray you can render scenes with more than 5 million poly wihout errors (it's not faster than mr...).

    Anyway, I don't want to use Vray...quote>

    nope it's not a case and not so by a wide-wide margin...

    Of course it's dependent on your CPU, but even factoring that in if for the scene of 3 mil polies after 2 hours you only have got 5% of FG calculated you've managed to screw the settings royally! 

    also the whole "with BSP2 only" thing.. so, what's wrong with that?

    VRAY for some cases may be faster then MR but (arguably) at the cost of the quality of output. Than again the typically Vray candy like look had been for a long while sort of the default standard that many refer to it as an ideal look...

    MR can render out billions of polies. of course if you are smart about it... Anyway the name of the game is optimization. If you know how to do it it will happens, if you don't you should either learn or just give up but jumping from one renderer to another (given that these are roughly of the same capability and efficiency) is not an efficient way to go...


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    Something strange is happening with the day lighting rig in my model. The light is coming from a different angle than it does in every other BAT. Here's what I mean:

    kzt1221.jpg

    It also seems like the preview views are getting mixed up; the shot above is facing the south side of the model, but I got there by selecting the East view. What do you think is causing these oddities? (It will probably help to know that I'm using a fresh install of Max 2010.)


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    Check your installation of BAT4MAX. Try merging into a new scene (don't bring over any of the lighting rig!!!) and resetting the LTBL rig (or otherwise). I have had this happen once or twice, it usually doesn't hang around for very long once you try some things (as I already mentioned).

    Cool building BTW 3.gif

    -Todd

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    God, people enough with this merging into new scene mambo-jumbo... it's pure woodoo, I tell you... with same success you could cover yourself in feathers and jump around computer chanting and banging yourself on the head!

    Woodb3kmaster:

    well it seems like you have there the whole array of problems, as apart from direction of sun the very nature of light seem to be wrong. you shadows are both too dark and too saturated. So I would suggest you to re-examine your installation , there must be some mistake made somewhere.

    As for the sun that most probably a result of you using groups. At some point you have grouped your in-scene rig handler and now you have the mess you do. I would like again to urge people NOT to use groups. If you wanna have certain objects together put them on a same layer - it is much better, more flexible system of organizing your scene, and you'll never run into problems like this...

    As for what to do now, try to delete rig (with button) and them find and manually delete Rig handler - it would be called TB2... after that set the day scene again...

    PS.

    have you modeled this already in Max2010 or is it import from older version?

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    I might have misunderstood your installation instructions. For Step 2 under the fresh install section of the instructions, you said:

    Originally posted by: SimFox

    Move content of startup subfolder from 3dsMax folder to the same named (startup) subfolder in Scripts folder found located in your 3ds Max root folder, eg if you have installed your Max into

    C:\Max

    then you should move these to

    C:\Max\Scripts\Startup\

    quote>

    I understood this to mean that I should move (i.e. cut & paste) the contents of the folder C:\3dsMax2010\gamepacks\BAT\scripts\startup into the folder C:\3dsMax2010\Scripts\Startup, as there is no startup folder in the ZIP except for the two inside the gamepacks\BAT folder. Should I have copied and pasted those files instead? There is currently nothing in my BAT\scripts\startup folder. Should there be?

    I'll try ungrouping everything in my scene and trying to find the rig handler once I reopen Max. EDIT: After unhiding and ungrouping everything, I didn't see anything in the list that had TB2 in its name. There is, however, a mysterious blue wireframe cube on the grid origin that I can't select. I don't remember if there was any such cube there in Max 2008 or not. Might this be the problem? EDIT 2: I tried merging into a new scene (sorry, SimFox) and, lo and behold, there was a TB2CameraHandle object in the list of objects to merge over. Naturally, I selected everything except the camera handle. The sun is now in the right place, but it looks as if the shadows are still too dark and saturated. Perhaps someone with an expert eye can confirm my suspicions?

    kztnewscenepreview.jpg

    To answer your PS: I started modeling this building in Max 2008 and only recently upgraded to Max 2010.

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    No, I'm pretty sure you did it right, but you should have copied and pasted (not cut and paste) the contents of the folder, so that they are still in the C:\3dsMax2010\gamepacks\BAT\scripts\startup folder in addition to being in the C:\3dsMax2010\Scripts\Startup folder.

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    kodebo:

    would you care to explain how so? I mean how mine

    "Move content ..."

    translates into yours

    "you should have copied and pasted (not cut and paste) the contents of the folder, so that they are still in the C:\3dsMax2010\gamepacks\BAT\scripts\startup folder in addition to being in the C:\3dsMax2010\Scripts\Startup folder."

    ?

    woodb3kmaster:

    Well, your old rig handler from Max2008 was there and was grouped so deep you couldn't find it when you looked, again the very good reason never group anything.

    As for the current state of your installation what I can see there is that you either haven't installed or haven't used LetTherBeLight. Cause if you would use it (to set day scene, for instance) it would automatically (if you really have max 2010) set appropriate gamma correction which is missing from the picture you've posted.

    I specifically say if about max version cause it seems the community have a very vague idea about 3ds Max version nomenclature. And Autodesk is one to blame here. Jump from a simple consecutive numbering (like Max 8, 9) to year based naming (like Max2008, Max2009) etc was sudden and utterly pointless. Add to that the fact than Max 2010 came out in the beginning of 2009 and you have a perfect breeding ground to this confusion...

    So please check what version (exactly you have) cause I want to see if there is something wrong in the script cause It have to set gamma correction for Max2010 series (both of them) automatically whenever LetThereBeLight is run

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    Simfox, I guess I too got confused with that part of the installation instructions.

    When I saw that the files I needed to put in C:\3dsMax2010\Scripts\Startup were in C:\3dsMax2010\gamepacks\BAT\scripts\startup, I figured they were in there for a reason, so I should keep them in there and copy them into the folder you said to put them in. My mistake; I haven't run into any problems with what I did, but I guess I should fix it to match the instructions.

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    So, are you saying that my original interpretation of your instructions (i.e. cut/paste, not copy/paste) was correct and that the C:\3dsMax2010\gamepacks\BAT\scripts\startup folder is supposed to be empty? It might help to clarify your instructions...

    I did, in fact, use LetThereBeLight to set the lighting for that preview, and what you see above was the result. I have no doubt that I have Max 2010, as that's what it's labeled as both on the DVD box and in my desktop shortcut, which I didn't alter at all. I don't know if this is relevant, but when I installed Max, it automatically updated itself to Service Pack 1. It seems as if the only remaining possibility is that there's a mistake in the script such that the gamma correction isn't being set properly.


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